public void InitialTransition()
    {
        engine.ChangeState(ClassWithBasicStates.States.One);

        Assert.AreEqual(1, behaviour.oneStats.enterCount);
        Assert.AreEqual(0, behaviour.oneStats.updateCount);
        Assert.AreEqual(0, behaviour.oneStats.lateUpdateCount);
        Assert.AreEqual(0, behaviour.oneStats.exitCount);

        Assert.AreEqual(0, behaviour.twoStats.enterCount);
        Assert.AreEqual(0, behaviour.twoStats.updateCount);
        Assert.AreEqual(0, behaviour.twoStats.lateUpdateCount);
        Assert.AreEqual(0, behaviour.twoStats.exitCount);

        Assert.AreEqual(0, behaviour.threeStats.enterCount);
        Assert.AreEqual(0, behaviour.threeStats.updateCount);
        Assert.AreEqual(0, behaviour.threeStats.lateUpdateCount);
        Assert.AreEqual(0, behaviour.threeStats.exitCount);
    }
Exemple #2
0
 void Awake()
 {
     stateMachine.Initialize <CharacterState> (this);
     stateMachine.ChangeState(CharacterState.NONE);
 }
 void Start()
 {
     //Associates object to selected state enum then changes state to default.
     stateMachine.Initialize <MechState> (this);
     stateMachine.ChangeState(MechState.NONE);
 }
Exemple #4
0
 void Start()
 {
     //Associates object to selected state enum then changes state to default.
     stateMachine.Initialize <GameState> (this);
     stateMachine.ChangeState(GameState.RUNNING);
 }
    public void TestEnumNotUsedForInit()
    {
        engine.Initialize <TestState>(behaviour);

        engine.ChangeState(TestTrollStates.Bogey);
    }